
Bluemagetim |

Bluemagetim wrote:Of course an Occult caster isn't inherently penalized compared than an Arcane one. Now, if that Occult caster lost access to ~10% of their available spell list, THEN If considered them penalized.
But if were talking about spells they never used finite resources to gain in the first place its not a penalty. Its more or less a class direction kind of like Occult casters have a different list to draw from than divine casters or primal casters.You wouldn't say those casters are penalized because one has this list of spells and the other has that list to choose from.No reason to consider spells per day gains for the class as a tradeoff for the second of those situations. Its just a class buff from the normal wizard with a more focused direction that the player can choose from a number of runelord options.
The occult list has some percentage less spells than the arcane and is just fine.
As long as there are sufficient spells to make the character that fits the theme that kind of runelord represents I wouldn't say its a veritcal penalty.I would categorize it as a horizontal limitation though, and that can be meaningful even if I wouldnt consider a horizontal limitation like this equivalent to a vertical drop in resources. It is a limit on choice. I just wouldn't call it a reduction to the limited resources of the class.

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Ectar wrote:Bluemagetim wrote:Of course an Occult caster isn't inherently penalized compared than an Arcane one. Now, if that Occult caster lost access to ~10% of their available spell list, THEN If considered them penalized.
But if were talking about spells they never used finite resources to gain in the first place its not a penalty. Its more or less a class direction kind of like Occult casters have a different list to draw from than divine casters or primal casters.You wouldn't say those casters are penalized because one has this list of spells and the other has that list to choose from.No reason to consider spells per day gains for the class as a tradeoff for the second of those situations. Its just a class buff from the normal wizard with a more focused direction that the player can choose from a number of runelord options.
The occult list has some percentage less spells than the arcane and is just fine.
As long as there are sufficient spells to make the character that fits the theme that kind of runelord represents I wouldn't say its a veritcal penalty.
I would categorize it as a horizontal limitation though, and that can be meaningful even if I wouldnt consider a horizontal limitation like this equivalent to a vertical drop in resources. It is a limit on choice. I just wouldn't call it a reduction to the limited resources of the class.
I agree that the limit posed is primarily a horizontal one. But by not being able to access all of the good spells, your cap in potential effectiveness is inherently lowered.
As a very simple example, if Fireball is the best possible spell for you to be able to cast in a given situation, not being able to prepare it gives you a limit on how effective you could be in that situation when compared to a character who does have access to Fireball.

Bluemagetim |

Bluemagetim wrote:Ectar wrote:Bluemagetim wrote:Of course an Occult caster isn't inherently penalized compared than an Arcane one. Now, if that Occult caster lost access to ~10% of their available spell list, THEN If considered them penalized.
But if were talking about spells they never used finite resources to gain in the first place its not a penalty. Its more or less a class direction kind of like Occult casters have a different list to draw from than divine casters or primal casters.You wouldn't say those casters are penalized because one has this list of spells and the other has that list to choose from.No reason to consider spells per day gains for the class as a tradeoff for the second of those situations. Its just a class buff from the normal wizard with a more focused direction that the player can choose from a number of runelord options.
The occult list has some percentage less spells than the arcane and is just fine.
As long as there are sufficient spells to make the character that fits the theme that kind of runelord represents I wouldn't say its a veritcal penalty.
I would categorize it as a horizontal limitation though, and that can be meaningful even if I wouldnt consider a horizontal limitation like this equivalent to a vertical drop in resources. It is a limit on choice. I just wouldn't call it a reduction to the limited resources of the class.I agree that the limit posed is primarily a horizontal one. But by not being able to access all of the good spells, your cap in potential effectiveness is inherently lowered.
As a very simple example, if Fireball is the best possible spell for you to be able to cast in a given situation, not being able to prepare it gives you a limit on how effective you could be in that situation when compared to a character who does have access to Fireball.
I think thats just the nature of making subclasses which is basically what runelords are. Each subclass is effectively set up to take on different sets of roles that a wizard in general can potentially take on (wizards make these choices too but runelords are just making these choices at character creation instead and cant buy their way into prohibited options). Thing is they are not less effective at the roles their spell selection allows for.
If fireball is the most effective spell for a situation, that might be a role for another member to take on rather than an envy runelord. Or not depending on why fireball is right for the situation. If its just because there are many foes grouped together rank 3 fear can be a good spell too. If its the long range of 500ft then maybe use haste on your groups crossbow ranger.There is likely a different role the spells you can cast allow you to fill.

NorrKnekten |
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At this point in the systems lifecycle theres also alternatives to most spells. So just because fireball is the best for that situation doesnt mean that you are entirely unable to use spells that fill a similar purpose. Lower levels you can get away with Sound Burst, or Rousing Skeletons. Later on you can pick up Corrosive Muck or Phantasmal Calamity which is essentially fireball but mental damage.
So the biggest loss to me when looking at both Envy and Sloth is just that I have fewer damagetypes to target vulnerabilities.

thenobledrake |
The players intention of ever using those spells is immaterial.
That cannot be true while having the inability to choose treated as a reason for added benefit. Because if it were truly immaterial whether the player intended to take those spells or not, there'd be no reason to give them some other bonus for giving up the ability to do so.
Perhaps if players were allowed to strick their fingers in mousetraps at the start of each session, that woud suffice.
Bringing up something deliberate ridiculous doesn't make your point look stronger. It actually makes it look like you don't even feel you have a point so you're distracting from that with what is just one step removed (since you didn't actually attribute this ridiculous thing to me) from a straw man.
As to my actual argument here; there's no genuine downside, so there shouldn't be too strong of an upside. And that's the smartest approach to the situation because no matter how big the penalties get a player will dive right into every available one if the upside is worth it even in situations where that produces an undesirable result because players will optimize their own fun out of things if allowed to - the old one-trick-pony builds that players then lament are boring to play because they can't contribute outside of their one trick being the biggest example of this reality.
Regular Wizard: Don't worry, party members. I didn't prepare Water Breathing [or other niche spell here] today, but we can rest up for the night and I'll prepare it tomorrow.
Could you imaging the inconvenience if the last group of bandits didn't have that scroll I could learn the spell from?Runelord of Lust: I guess we're walking back to the nearest major city to go shopping.
It's presumptuous to present the "regular wizard" as having a niche spell in their spellbook. These aren't clerics and druids able to swap to any common thing on their entire list, they are limited list casters that are only guaranteed a handful of choices and are going to prioritize non-niche options for the campaigns they are in.
And you're also presenting a scenario of inequality where one side has the GM involved in providing tools to overcome an obstacle that they can make use of in the form of bandits with a scroll to learn from, and the other side doesn't get that involvement in a tool they can use such as potions of water breathing. Further skewing the case is that learning the scroll is still a choice and a chance, not a guarantee, and carries a cost so a player might simply have not whether they had the option or not - and that's all without me diving into the contrived nature of the scenario where a party that didn't have any caster at all would be equally stumped by the scenario so it's not actually a runelord problem you're pointing at.

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Old_Man_Robot wrote:Perhaps if players were allowed to strick their fingers in mousetraps at the start of each session, that woud suffice.Bringing up something deliberate ridiculous doesn't make your point look stronger. It actually makes it look like you don't even feel you have a point so you're distracting from that with what is just one step removed (since you didn't actually attribute this ridiculous thing to me) from a straw man.
Sometimes ones want to be argumentative hides for the forest for the trees.
I'm saying that your outlook on the situation is absurd, not that you have said an absurd thing on its face.
You are making the case that downsides, or costs, should not be something which can be mitigated. You want these costs to hurt, so that any potential upside is paid for.
Its a fine idea on paper, but the nature of the medium means that there exists no real costs a player could be asked to pay that aren't in some way mitigatable if - and this is where we cross the absurdity boundry in your reasoning - we don't count "no longer does certain things" as a cost.
Encouraging changes in behaviour is the goal of things like the anthema system. To say that because the system works to meet its intended goal, it is then, not a restriction or cost to the player, is silly.
Reductions in agency which encourage alternative lines of play is the entire point!
This the "stick" (or Negative incentive) portion of Carrot & Stick behavioural economics. My general problem with this errata is that it removed most of the expected carrot (our positive incentive).
Paizo has made it clear they want Wizards to be most defined by the spells they cast. This is at odds with the "toolbox" approach they have generally positioned the class as.
We can see the (awful) changes to the school spell slot as means to get Wizards closer to that desired spot of "defined by the spells they cast" approach. Paizo have thus far opted to it all through negative incentives. Restrictions and lack of options, as opposed to Carrots.
With the initial release of the Runelord, it looked like Paizo had actually struck a good balance.
Being able to cast their sin spells more often than other spells, while also allowing them to prepare their other spells in their core slots, safe in the knowledge that could fall back into those sin spells with 10m break, was actually great.
The additional Runelord restrictions all made sense in this context and it served as a great example of the carrot and stick coming together to make Wizards that not only felt different from each other, but were actually more defined by the spells they cast.
Then they threw it away.

Errenor |
The additional Runelord restrictions all made sense in this context and it served as a great example of the carrot and stick coming together to make Wizards that not only felt different from each other, but were actually more defined by the spells they cast.
Then they threw it away.
Regardless of other assessments, it is quite clear that they never intended for 'carrot' to exist. So they never threw anything away because 'it' never existed.

thenobledrake |
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Sometimes ones want to be argumentative hides for the forest for the trees.
This kind of thing very much reads like "I'm allowed to argue, but since I don't like your argument you are actually not allowed to because you're doing it wrong."
You are making the case that downsides, or costs, should not be something which can be mitigated. You want these costs to hurt, so that any potential upside is paid for.
I'm actually making two cases; one is that if downsides or costs don't actually hurt then they cannot have an upside and also be fair.
The other is that, because the game being fair is more important than most other things, we should not treat situations like the pre-errata runelord where you pay something unquestionably tolerable and in exchange receive something unquestionably beneficial because that's not actually fair - that's how you get one option that is better than the others.
Its a fine idea on paper, but the nature of the medium means that there exists no real costs a player could be asked to pay that aren't in some way mitigatable if - and this is where we cross the absurdity boundry in your reasoning - we don't count "no longer does certain things" as a cost.
You pretending what I'm saying crosses into absurdity doesn't actually make it true.
You keep mis-framing the situation I'm talking about as if I am saying there shouldn't be any pros and cons to the available choices, where what I am saying is actually that we shouldn't treat artificial limitations as being valuable enough to pay for genuine benefits.
Reductions in agency which encourage alternative lines of play is the entire point!
That's not really what this is, though.
The runelord does not encourage playing any differently than you could already play without the runelord - at least not outside of the isn't-what-most-are-going-to-do case of casting spells that break your anathema on purpose so that you are then encouraged to cast only those spells since they are the ones that you don't have risk of failing until you get your atonement dealt with.
The only "stick" involved is entirely avoidable as you can just not break your anathema, which I can only phrase so many different ways means that it isn't a valid reason to get any extra carrots or else you're just unfairly laden with carrots.

Tridus |
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Old_Man_Robot wrote:Regardless of other assessments, it is quite clear that they never intended for 'carrot' to exist. So they never threw anything away because 'it' never existed.The additional Runelord restrictions all made sense in this context and it served as a great example of the carrot and stick coming together to make Wizards that not only felt different from each other, but were actually more defined by the spells they cast.
Then they threw it away.
What they intended and what they actually did are often not the same thing. It would hardly be the first time Paizo intended one thing but actually wrote something different.
That's something being more active in the community used to fix, since we at least understood their intentions. These days we're left guessing for weeks/months and during that time we only have what they actually wrote to work with.
If we don't know what their intentions are, then their intentions are irrelevant. What they actually wrote is what matters. So 'it' existed in this case and was removed. People can agree or disagree on if that's a good decision or not, but the idea that it never existed because they didn't intend for it to exist doesn't matter when people can't possibly know their intentions until this far after the fact.

NorrKnekten |
There certainly are some 'carrots' without the staff gaining double charges, The main disagrement is wether or not these are meaningful enough and in my view, They are.
They still keep curricilum spellslots and Arcane Bond.
They recieve a larger curricilum that never violate anathema, often providing alternatives to forbidden usage of spells.
A free staff that contains half the curricilum, can be expanded with other staves to make Staff Nexus jealous.
and ofcourse trading their lv2 feat for Spellsub lite and access to the other feats.
and with that I agree with Errenor, To Paizo the double charge staff never existed and they only corrected the text. Not only was the text ambigious to begin with with how contested and discussed either reading was on this very forum. The difference between the two readings is purely how much weight you lay on "Functions as a staff" and "Adds its charges". In that aspect it existed only as a bit of a shrödingers cat.
But to Paizo it didnt, and theres already upsides to playing a runelord. With the downsides being that you need to find other spells that fill the same or similar usage. Swapping your Fireball for Phantasmal Calamity or Sound Burst.

Errenor |
Errenor wrote:Old_Man_Robot wrote:Regardless of other assessments, it is quite clear that they never intended for 'carrot' to exist. So they never threw anything away because 'it' never existed.The additional Runelord restrictions all made sense in this context and it served as a great example of the carrot and stick coming together to make Wizards that not only felt different from each other, but were actually more defined by the spells they cast.
Then they threw it away.
What they intended and what they actually did are often not the same thing. It would hardly be the first time Paizo intended one thing but actually wrote something different.
That's something being more active in the community used to fix, since we at least understood their intentions. These days we're left guessing for weeks/months and during that time we only have what they actually wrote to work with.
If we don't know what their intentions are, then their intentions are irrelevant. What they actually wrote is what matters. So 'it' existed in this case and was removed. People can agree or disagree on if that's a good decision or not, but the idea that it never existed because they didn't intend for it to exist doesn't matter when people can't possibly know their intentions until this far after the fact.
The post I answered to ascribed thoughts and deeds to designers, but you are talking about us and our perception. There's a difference. I was saying that the designers apparently had no intention to give this number of charges/highest level slots to the subclass, they just messed up the wording of the rule a bit. That maybe irrelevant for us, but it is not irrelevant in general.
Also, even knowing about heap of highest slots for clerics and spell blending wizards I still think that believing they would give runelords so much additional spells was too good to be true.And I think I'd agree with NorrKnekten and others that maybe runelords aren't really worse than normal wizards at least. Even if wizards themselves aren't very exciting. Things that NorrKnekten mentioned, plus not bad focus spells (at least some) - it should be ok overall I suppose.

Lamp Flower |
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I'm surprised by how little some people here seem to value the horizontal power lost due to the anathema. It's definitely not the end of the world, and lots of spells have alternatives that don't violate your anathema, but it still affects your spell choices.
I feel like there's very little reason to specialize as a regular wizard. You get a few feats that only affect certain kinds of spells (Explosive Arrival, Convincing Illusion, and Secondary Detonation Array come to mind.), but it's hard to boost one category of spells that far above the others. Your curriculum might only give you certain kinds of spells, but that's just more incentive to prepare less of those kinds of spells in your non-restricted slots.
When you can't make one option stronger, the best thing to do is to increase your options. That way you'll have an ace up your sleeve no matter what your GM throws at you.
That said, Runelord still seems a bit better than base wizard. My real issue with the archetype is the way it uses anathema as a balancing tool. Anathema is left purposefully vague because it's supposed to be a roleplaying thing. In the Runelord's case, your GM's interpretation of the anathema can affect your effectiveness. What does "cause harm" mean, for example? If it means "deal damage", Envy's anathema is manageable, though restrictive. If it also prevents you from using walls or other non-damaging spells, it's more of a problem.
The fact that anathema isn't usually used this way leads me to think that Paizo probably didn't mean for the anathema to be a real downside. I still think it is one, though.

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they just messed up the wording of the rule a bit.
Lets be honest here. That is not really what happened.
Lets compare text.
Runelords hail from an era where even a scholar was expected to be able to defend themself with arms if necessary, leading to the practice of attaching a blade to the typical wizard's staff. You must choose a polearm or spear as your arcane bond. In place of an arcane thesis, you have a personal rune, which appears on your bonded weapon. The weapon functions as a staff with charges equal to the highest rank of spells you can cast and contains the sin spells from your sin up to that rank (including your cantrips). Your personal rune isn't a property rune and doesn't count against the weapon's limit of such runes.
If you prepare a magical staff, it merges with your bonded item until your next daily preparations, adding its charges and spell list. While merged, the weapons haft takes on aesthetic aspects of the staff.
Runelords hail from an era where even a scholar was expected to be able to defend themself with arms if necessary, leading to the practice of attaching a blade to the typical wizard’s staff. You must choose a polearm or spear as your arcane bond. In place of an arcane thesis, you have a personal rune, which appears on your bonded weapon. The weapon functions as a staff only you can prepare and contains the sin spells from your sin up to the highest rank of spell you can cast (including your cantrips). Your personal rune isn’t a property rune and doesn’t count against the weapon’s limit of such runes.
When you prepare your bonded weapon as a staff, you can physically merge one other staff in your possession into it, adding the staff’s spells to your bonded weapon until your next daily preparations. While merged, the weapons haft takes on aesthetic aspects of the staff
"with charges equal to the highest rank of spells you can cast" is a clear feature, which is then referenced later in the next paragraph to tell you how to handle those extra charges with the staff merge function.
They may not have intended it to the final, printed, version of the ability, but its a clear vision of a feature which is perfectly functional as written and makes sense.
Paizo are allowed to change their mind or walk things backs, but its not something that was created due to some muddled wording.

NorrKnekten |
That said, Runelord still seems a bit better than base wizard. My real issue with the archetype is the way it uses anathema as a balancing tool. Anathema is left purposefully vague because it's supposed to be a roleplaying thing. In the Runelord's case, your GM's interpretation of the anathema can affect your effectiveness. What does "cause harm" mean, for example? If it means "deal damage", Envy's anathema is manageable, though restrictive. If it also prevents you from using walls or other non-damaging spells, it's more of a problem.
The fact that anathema isn't usually used this way leads me to think that Paizo probably didn't mean for the anathema to be a real downside. I still think it is one, though.
Hasnt anathema usually been vague outside of the cases where they litterary make certain options unplayable, Looking at Superstition Barbarian especially and certain deities that makes me very glad that Clerics Anathema is loose.
And ofcourse it is a downside, it's still tools you are unable to wield. Especially if we start looking cases which are less general, like that of disguising oneself with sloth. And wrath is entirely unable to creating temporary items or physical walls/bridges. I like that it is less restrictive than premaster runelord where entire schools of magic were not just forbidden, you couldnt even learn or cast them to begin with.

NorrKnekten |
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"with charges equal to the highest rank of spells you can cast" is a clear feature, which is then referenced later in the next paragraph to tell you how to handle those extra charges with the staff merge function.
They may not have intended it to the final, printed, version of the ability, but its a clear vision of a feature which is perfectly functional as written and makes sense.
Paizo are allowed to change their mind or walk things backs, but its not something that was created due to some muddled wording.
This has been discussed though, The text is not as clear as you think it to be. "Functions as a staff" previously didnt make it clear if you had to prepare it like you would need to with a staff. Which is why they added "The weapon functions as a staff only you can prepare".
Similarly the second paragraph doesnt make any note of this being additional charges to the previously prepared bonded item or adding the staff's charges to your (now empty,non-prepared) bonded item. Which is inline with how it worked pre-remaster. So they changed it to "When you prepare your bonded weapon, you can merge it with a staff"
You are correct that either reading works but the issue is specifically that depending on personal bias and experience different people will come to different conclusions when reading the previous text.
So we can't really draw conclusions as to if their vision was to replicate the old feat or something else, Nor as to wether they changed their mind or reevaluated it. Which lets be honest, if that was the case it would've been pushed much later. Only that people couldnt agree on what the text actually said and needed clarification.

Errenor |
They may not have intended it to the final, printed, version of the ability, but its a clear vision of a feature which is perfectly functional as written and makes sense.
It's all very well, but there's one small hitch: all this text never said anything that the base rule 'prepare only one staff per day' is removed. So yes, you add charges from a prepared staff. And your weapon is a staff. You prepare only one as usual though. So it always was only one set of charges. Functional and makes sense.

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Old_Man_Robot wrote:"with charges equal to the highest rank of spells you can cast" is a clear feature, which is then referenced later in the next paragraph to tell you how to handle those extra charges with the staff merge function.
They may not have intended it to the final, printed, version of the ability, but its a clear vision of a feature which is perfectly functional as written and makes sense.
Paizo are allowed to change their mind or walk things backs, but its not something that was created due to some muddled wording.
This has been discussed though, The text is not as clear as you think it to be. "Functions as a staff" previously didnt make it clear if you had to prepare it like you would need to with a staff. Which is why they added "The weapon functions as a staff only you can prepare".
Similarly the second paragraph doesnt make any note of this being additional charges to the previously prepared bonded item or adding the staff's charges to your (now empty,non-prepared) bonded item. Which is inline with how it worked pre-remaster. So they changed it to "When you prepare your bonded weapon, you can merge it with a staff"
You are correct that either reading works but the issue is specifically that depending on personal bias and experience different people will come to different conclusions when reading the previous text.
So we can't really draw conclusions as to if their vision was to replicate the old feat or something else, Nor as to wether they changed their mind or reevaluated it. Which lets be honest, if that was the case it would've been pushed much later. Only that people couldnt agree on what the text actually said and needed clarification.
Never let it be said that I think Paizo word their abilites well, and there is certainly room to improve it.
My contention was more around the additional charges granted to the initial staff was not an error or wording, or, if it was, they went out of their way to insert additional language for the sole purpose of making room for error.
If you forget the merging aspect for a moment and just look what was in the first paragraph, its a fairly unambiguous ability.
I agree that the reading where people thought you could get 2 full staff charges + the additional was always wrong and not supported in the text.

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Old_Man_Robot wrote:They may not have intended it to the final, printed, version of the ability, but its a clear vision of a feature which is perfectly functional as written and makes sense.It's all very well, but there's one small hitch: all this text never said anything that the base rule 'prepare only one staff per day' is removed. So yes, you add charges from a prepared staff. And your weapon is a staff. You prepare only one as usual though. So it always was only one set of charges. Functional and makes sense.
Because it doesn't need to.
Your functional staff is not an actual staff that gained charges from being prepared. It is a functional staff that gained charges as described in the ability.
If you chose to prepare an actual staff, you used those rules as normal, and if you merged them you used the actions as governed by the text.
Yes they needed to state that the functional staff could not be prepared separately as it was not explictly clear. But your functional staff never said it could be prepared anyhow.

NorrKnekten |
My contention was more around the additional charges granted to the initial staff was not an error or wording, or, if it was, they went out of their way to insert additional language for the sole purpose of making room for error.
But... arent you doing a similar thing here, The idea that the staff functions as a staff but doesn't gain charges from being prepared is also an insertion of meaning where there is room for error. The true answer for any of us back then would be that we didn't know if they intended for it to be prepared or not and thus different rulings appeared, But now we do.
The base conventions of the game is to always default to the general rules, even if these rules reference the base rules for added context. You need something explicit to ignore limitations.
On the same manner, "Functions as a staff" could also be read as a staff that can be prepared and used, even by other characters. Because thats how staffs function and there is nothing that says it cannot. But they even went out of their way to cover this scenario with the new errata.

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Does runelord auto learn all spells from both curriculum and sin?
If so that already gives them more spells known than a normal wizard at the cost of not being able to cast non curriculum/sin spells against their anathema.
No. You acquire Curriculum and Sin spells as Spells Known in the same manner as a non-Runelord wizard.

Errenor |
Does runelord auto learn all spells from both curriculum and sin?
If so that already gives them more spells known than a normal wizard at the cost of not being able to cast non curriculum/sin spells against their anathema.
No, I see nothing of the sort, the same [2 free]/level+[1 from curriculum]/[spell rank]. Only 'free' is 8th level feat for school focus spell, that's all.

Bluemagetim |

Bluemagetim wrote:No. You acquire Curriculum and Sin spells as Spells Known in the same manner as a non-Runelord wizard.Does runelord auto learn all spells from both curriculum and sin?
If so that already gives them more spells known than a normal wizard at the cost of not being able to cast non curriculum/sin spells against their anathema.
Wizards choose 2 spells from the curriculum spells at level 1
And gain 1 curriculum spell at rank up?Thats in addition to 5 rank 1 at level 1 and 2 new spells per level up.
I knew runelord got the standard 5 at level 1 and 2 more per level up base but the wording for runelord specifically seemed like it just gave them all curriculum and sin spells. I dont remember it saying to say to choose a number of them.

Bluemagetim |

Bluemagetim wrote:I knew runelord got the standard 5 at level 1 and 2 more per level up base but the wording for runelord specifically seemed like it just gave them all curriculum and sin spells.Where?
I was hoping I could be corrected on this one. I dont have the rules available atm. That was just my impression last time i looked at it.

NorrKnekten |
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Yeah the means of gaining spells from your curriculum is still the same. Your staff however contains all spells from your sin so even if you don't pick any sin spells you still have all of them within your bonded staff, You don't need to have learnt the spells to cast them from a staff after all.
For example if lust picks sure strike and darkvision rank 1 and 2 as their curricilum selections with no other selections from the curricilum, Then their staff still contains.
cantrips: daze, message
1st: charm, command
2nd: charitable urge, stupefy

Bluemagetim |

Yeah the means of gaining spells from your curriculum is still the same. Your staff however contains all spells from your sin so even if you don't pick any sin spells you still have all of them within your bonded staff, You don't need to have learnt the spells to cast them from a staff after all.
For example if lust picks sure strike and darkvision rank 1 and 2 as their curricilum selections with no other selections from the curricilum, Then their staff still contains.
cantrips: daze, message
1st: charm, command
2nd: charitable urge, stupefy
Oh wow. Thats basically sidesteps the need to learn sin spells to some
degree.Thank you both the explanation.

NorrKnekten |
Granted, This only includes sin-spells so much like their normal wizard counterparts, Wrath is still going to burn their charges in one to two castings simply due to not having good evergreen spells. But for Envy its really nice as you always have the ability to spam Stupify available against any potential spellcasters.

Blave |
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NorrKnekten wrote:Yeah the means of gaining spells from your curriculum is still the same. Your staff however contains all spells from your sin so even if you don't pick any sin spells you still have all of them within your bonded staff, You don't need to have learnt the spells to cast them from a staff after all.
For example if lust picks sure strike and darkvision rank 1 and 2 as their curricilum selections with no other selections from the curricilum, Then their staff still contains.
cantrips: daze, message
1st: charm, command
2nd: charitable urge, stupefyOh wow. Thats basically sidesteps the need to learn sin spells to some
degree.
Thank you both the explanation.
By RAW, you can completely sidestep the need to learn any of your curriculum spells.
The dedication at level 2 allows you to swap one prepared spell for a curriculum spell (including sin spells). But unlike the Spell Substitution thesis, the dedication never says you can only swap in spells in your spell book.
So you could in theory just prepare whatever you want during your daily preparation and then spend 10 minutes per spell to switch any number of them to a curriculum spell without having any of them in your spellbook.

magnuskn |
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Given that Arcane Evolution for the Sorcerer also foregoes a spellbook to keep all learned spells somewhere, this seems like an intended effect. Runelords just know their curriculum spells.
Let's hope that no Paizo developer sees this, thinks "no fun allowed in my Pathfinder 2E!" and immediately nerfs this.

NorrKnekten |
Given that Arcane Evolution for the Sorcerer also foregoes a spellbook to keep all learned spells somewhere, this seems like an intended effect. Runelords just know their curriculum spells.
Let's hope that no Paizo developer sees this, thinks "no fun allowed in my Pathfinder 2E!" and immediately nerfs this.
Oh yeah that was changed in the remaster wasnt it? Because the Legacy Arcane Evo absolutely needed a spellbook.
A spell you learn is added to your repository of spells, such as a spellbook for a wizard, familiar for a witch, or spell list for a cleric or druid. If you have a spell repertoire, such as a bard, it's not automatically added since you can only know a limited number of spells. Instead, you can select it when you add or swap spells.
So that leaves it rather open to interpretation as to what an arcane sorcerer uses as their additional repository

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an insertion of meaning where there is room for error.
I'll give you this, on the condition that you accept that there are already potentially hundreds of instances already in the game line that we just accept every day.
In this instance we know due to an errata, but there exists quite a bit of room for this sort of error all over the system. In which case we can't know until we know.
A perfectly valid errata may have also clarified the preparing issue without touching the additional charges, for instance. We can't take any potential ambiguity as a red flag because... well, Paizo leave a ton of ambiguity everywhere.

NorrKnekten |
NorrKnekten wrote:an insertion of meaning where there is room for error.I'll give you this, on the condition that you accept that there are already potentially hundreds of instances already in the game line that we just accept every day.
In this instance we know due to an errata, but there exists quite a bit of room for this sort of error all over the system. In which case we can't know until we know.
A perfectly valid errata may have also clarified the preparing issue without touching the additional charges, for instance. We can't take any potential ambiguity as a red flag because... well, Paizo leave a ton of ambiguity everywhere.
Absolutely, There are plenty of such cases and the amount of discussion held in the Rules Discussion is proof of their trackrecord when it comes to ambigious rules.
Other times we have no ambiguity at all within the text but its perfectly clear what the intention is. Like the recent Errata to Drained,Clumsy and Stupefied stating they are supposed to work like Enfeebled but didn't RAW.
Other times theres no ambiguity and we can't see another intention behind it, so people are suprised when they are told they have been playing it wrong in an obscure developer interview that people are still linking to 5 years later.
This just happened to be a case where we had both ambiguity and no known intention and essentially had to ask ourself if a reading was to good to be true, a highly subjective level of standard, while we were waiting for it to be adressed. As unfortunate as it is.

Lamp Flower |
Lamp Flower wrote:Hasnt anathema usually been vague outside of the cases where they litterary make certain options unplayable, Looking at Superstition Barbarian especially and certain deities that makes me very glad that Clerics Anathema is loose.That said, Runelord still seems a bit better than base wizard. My real issue with the archetype is the way it uses anathema as a balancing tool. Anathema is left purposefully vague because it's supposed to be a roleplaying thing. In the Runelord's case, your GM's interpretation of the anathema can affect your effectiveness. What does "cause harm" mean, for example? If it means "deal damage", Envy's anathema is manageable, though restrictive. If it also prevents you from using walls or other non-damaging spells, it's more of a problem.
The fact that anathema isn't usually used this way leads me to think that Paizo probably didn't mean for the anathema to be a real downside. I still think it is one, though.
It has, and I think that's usually a good thing. The player and the GM are encouraged to work together to find a nice middle ground where anathema has interesting roleplaying implications but doesn't became problematic while adventuring. That's why I don't like how it seems to be a balance consideration in this case. I think anathema as a system is too vague to be used like this. I like how a druid's anathema helps define your character while leaving a lot of wiggle room, but as soon as it has a direct effect on power level I'd prefer something clearer.

NorrKnekten |
Yeah I do think its a good thing that it is vague like in the cases of Cleric and Champion.
But theres a distinction I feel has to be adressed when it comes to runelord anathema, Because the way it is written is much more akin to the barbarian before the remaster either eased or removed each instinct's anathema.
Because unlike Clerics and Champions whose language is clear that you typically need to repeatedly violate your anathema, barbarians just lost their abilities on the first violation rules as written. (Though without needing to Atone)
I feel like runelord is most likely supposed to be similar like it used to be as premaster essentially removed the violating spells from your spell-list, Though since its not tied to any category or trait its probably all about the intent when casting the spell.
Direct harm with elements would probably mean dealing damage using spells that deal elemental damage or uses elemental traits, But using Tangle Vine that crits and immobilises a flying target which then proceeds to take fall damage probably wouldnt. Similarly if you cannot use your magic to create then you would still be able to cast wall spells that arent physical, Fire, Air, Water and Force. They probably went with broad stroaks specifically to have the GM decide any edge cases.

Bluemagetim |

Yeah I do think its a good thing that it is vague like in the cases of Cleric and Champion.
But theres a distinction I feel has to be adressed when it comes to runelord anathema, Because the way it is written is much more akin to the barbarian before the remaster either eased or removed each instinct's anathema.
Because unlike Clerics and Champions whose language is clear that you typically need to repeatedly violate your anathema, barbarians just lost their abilities on the first violation rules as written. (Though without needing to Atone)I feel like runelord is most likely supposed to be similar like it used to be as premaster essentially removed the violating spells from your spell-list, Though since its not tied to any category or trait its probably all about the intent when casting the spell.
Direct harm with elements would probably mean dealing damage using spells that deal elemental damage or uses elemental traits, But using Tangle Vine that crits and immobilises a flying target which then proceeds to take fall damage probably wouldnt. Similarly if you cannot use your magic to create then you would still be able to cast wall spells that arent physical, Fire, Air, Water and Force. They probably went with broad stroaks specifically to have the GM decide any edge cases.
The hostile entry treats damage and harm as distinct ways an action can be hostile. Doesn't that suggest that harm is not always damage?
The paralyze spell would not do damage but would still be hostile because it is still causing harm.Also there are some odd things that happen if you only consider damage harm. Minions when not commanded do defend themselves and avoid obvious harm, but if its only damage then a flying minion wouldn't avoid a wall of wind cause it doesnt do damage on its own.

NorrKnekten |
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But we are not talking about hostile actions or only defining harm as damage, but rather the act of "directly cause harm with the elements." which is part of sloths anathema.
Because you are 100% correct that damage and harm are very distinct terms, But what is the difference between direct and indirect harm? Is paralyze directly harmful because it lets the barbarian do a whacking? If I command a dragon to use its breathweapon am I directly causing harm with the elements? Indirectly absolutely you are causing harm. But if the anathema is about causing direct harm.
Thers a few of these where one anathema is written more loose than the other, Wrath cannot "Use your magic to protect" but gluttony is not nearly as strict in that you cannot "Use your magic to protect others"..so can they protect themselves without breaking anathema.
Envy cannot cause harm with elements or void, Does that mean they can still use elemental and void spells that don't cause harm. As opposed to Lust which is forbidden to invoke the void at all, or Sloth which is only forbidden from doing direct harm with the elements.
Not trying to argue from a point on "this is what the intention is" but.. thats what it says, and with anathema traditionally being very much up to the GM to decide the scope off and with plenty of edge cases ..outside of premaster superstition barbarian ofcourse.

Bluemagetim |

But we are not talking about hostile actions or only defining harm as damage, but rather the act of "directly cause harm with the elements." which is part of sloths anathema.
Because you are 100% correct that damage and harm are very distinct terms, But what is the difference between direct and indirect harm? Is paralyze directly harmful because it lets the barbarian do a whacking? If I command a dragon to use its breathweapon am I directly causing harm with the elements? Indirectly absolutely you are causing harm. But if the anathema is about causing direct harm.
Thers a few of these where one anathema is written more loose than the other, Wrath cannot "Use your magic to protect" but gluttony is not nearly as strict in that you cannot "Use your magic to protect others"..so can they protect themselves without breaking anathema.
Envy cannot cause harm with elements or void, Does that mean they can still use elemental and void spells that don't cause harm. As opposed to Lust which is forbidden to invoke the void at all, or Sloth which is only forbidden from doing direct harm with the elements.
Not trying to argue from a point on "this is what the intention is" but.. thats what it says, and with anathema traditionally being very much up to the GM to decide the scope off and with plenty of edge cases ..outside of premaster superstition barbarian ofcourse.
I would say what makes paralyze direct harm is that it is an attempt to apply adverse conditions on a creature (but i I am not certain applying a condition is exhaustive of what constitutes harm either, its just the harmful thing in the case of paralyze). It would be direct because its the spell effect resulting from a save(and here I want to be careful because a spell that does apply adverse effects without a save should not be discounted just because there was not a save.)
But to use elemental spells as an example someone earlier brought up coral scourge. Water elemental spell that forces a creature to roll a reflex save or grow barnacles on their body stiffening their joints. In narrative terms that's harmful, and in mechanical terms it forcing a save and is applying adverse effects depending on that defense in this case reflex. I would say it is direct harm from an elemental spell.

Bluemagetim |

This spell is a bit more interesting to see how it fits if only damage counts as direct harm. In that framework it also becomes a bit weird for indirect harm.
Stifling Stillness
If a creature doesn't need to breath this spell does nothing to them directly.
If a creature was holding their breath this spell doesnt do anything to them. No harm of any kind still if only damage is harm.
If they are not holding their breath they would have to use an action to take strained breaths and save for damage + fatigue. This part would be harmful by the damage only framework but is it direct?
Or if damage isn't the only standard for harm then this spell is harmful because its attempting to do something that is well for lack of a better word harmful to those in the area.

NorrKnekten |
Oh im not saying that only damage counts as direct harm, Just that is the most common and something we can all agree constitutes direct harm.
Stiffling stillness absolutely is direct, The harmful effects in this case damage, fatigue and needing to hold ones breath is harmful. Suffocation is no joke in this system. And they are all direct results of the spell.
Tanglewine was the choice I used because immobilize is probably what we would consider a mostly harmless effect, But it also means that as a consequence the creature wouldnt be able to use a fly action, though even if they fall at the end of their turn they can still use arrest a fall. I guess using an example of blinding someone and they walk off a cliff is probably a clearer example.
Theres simply so many things that need to happen between the spell being cast and actual 'harm' being done. Another example would be if you used and air-spell to push someone. Sure making someone drop from a high altitude is a hostile action, But people are understandably going to have different views as to what constitutes direct harm.

NorrKnekten |
Considering that the anathema is basically saying-but-not-saying the old restricted schools of magic, I'd have preferred if the anathema pointed to trait tags or something clearer.
yeah... problem is that previous schools werent all that clear in their categorisation leading up to the remaster, and now we don't have any such traits to use. Unless one would have Polymorph,Void,Mental,Illusion and the elemental traits. But we don't have anything for what was previously Abjuration and Conjuration

Bluemagetim |

Oh im not saying that only damage counts as direct harm, Just that is the most common and something we can all agree constitutes direct harm.
Stiffling stillness absolutely is direct, The harmful effects in this case damage, fatigue and needing to hold ones breath is harmful. Suffocation is no joke in this system. And they are all direct results of the spell.
Tanglewine was the choice I used because immobilize is probably what we would consider a mostly harmless effect, But it also means that as a consequence the creature wouldnt be able to use a fly action, though even if they fall at the end of their turn they can still use arrest a fall. I guess using an example of blinding someone and they walk off a cliff is probably a clearer example.
Theres simply so many things that need to happen between the spell being cast and actual 'harm' being done. Another example would be if you used and air-spell to push someone. Sure making someone drop from a high altitude is a hostile action, But people are understandably going to have different views as to what constitutes direct harm.
Yeah I agree with your assessment on Stifling Stillness.
With Tanglevine the harm I see there a spell effect that goes against a save to apply a penalty, one you have to escape from to end. Saves are a creatures defenses against all kinds of harm. Lol from a narrative sense it might even leave you with rugburn where it lashed on.
And granted this game doesn't actually define harm so were all assessing it from our own understanding and the few examples they do give.

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Considering that the anathema is basically saying-but-not-saying the old restricted schools of magic, I'd have preferred if the anathema pointed to trait tags or something clearer.
The removal of schools would have gone much better, and the system itself would be much more robust and flexible, if it had been paired with a serious application of traits to spells.
Obviously the time constraints of the remaster prevented this, but a comprehensive trait system is the answer to a lot of issues in and around magic.
If nothing else, it would allow Personal Staves to have some life again.

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I think most of us would say that "physical injury" is the most universally accepted definition of 'harm'.
Though this is very context sensitive, Blinding someone temporarily or binding them doesn't really consitute physical injury, but blinding someone permanently absolutely does.
What I'm hearing from this discussion, however, is that to the class already most susceptible to and punished by Table Variance, the Runelord now adds additional layers to that.
I can see how that if the you think anathema aren't really restrictions and don't play them as such, then yes, its the archetype isn't due much reward.
If they are played as actual restrictions, then the archetype is now missing a real payoff for those restructions.
We need to take into account that with the remaster the Wizard got a substantial nerf to horizonal power, and lost the crown for having the most top-level spell slots (either tying with or being replaced by the Oracle, depending on build).
I guess I had hoped that the rare archetype of the Runelord was a partial correction for these nerfs.
But I guess not.

moosher12 |
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I mean, the runelord also gets free partial martial weapon proficiency, you get your advanced school spell for free, and you get a partial spell substitution effect. Additionally, you gain immunity from silence effects in that you no longer need to perform incantations. You also get a supercharged staff that can be used to cast any spell from your sin curriculum, instead of a limited list of catered spells (in addition to said catered spells from a merged staff).
I think the runelord adds a lot for the cost of an anathema.
The solution to a class being table dependent is not to create an objectively better option by overpowering it beyond the most optimistic interpretation of the class, the solution to a class being table dependent is to reduce table dependency by creating a web supplement to expand spell curricula to 2-3 times their size, and give comprehensive instructions on how to responsibly expand further beyond those lists, as well as how to expand upon curricula you might encounter in the future.

NorrKnekten |
Not to mention that the new runelord is quite a bit more powerful both in horisontal and vertical capacity compared to the pre-remaster version. Even if you do play with the anathema as strictly as possible it doesnt really come close to what it was before when a quarter of the spell-list was effectively removed.

Blue_frog |

I've spent a lot of time on these forums arguing how the wizard was underpowered, especially in comparison to the sorcerer, but this errata is still ok with me (that's actually how we played it anyway).
The Runelord mechanics in themselves help solve many of the wizard problems. I wanted arcane thesis to be given freely, that's almost the case - you get part spell substitution, part spell blending, part staff nexus (arguably MUCH BETTER staff nexus, which is pretty easy since it was one of, if not THE weakest thesis).
But this came at too great a cost. By virtue of spells being bad, anathema being too restrictive or wording being too unclear, there are very few "useful" sins (Wrath is ok if you want to blast I guess, while still inferior to sorcerer). Again, I'm talking from a mechanics perspective - RP-wise, you can play whatever you want.
So I'm all for removing the charges stacking, BUT it should come with a boost of some sins, in order to make them playable.